 Klubhouse Posts: 14
1/7/2015
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Hey guys'n gals.
quick question. I recently did the Adventuress' new Quest Line, and I'm a bit confused as to the resolution of the storyline. What was it meant to do? I'm not going to mention what happened (cause, spoilers, y'know.) but to those who have done the quest line... what do you think about it? What was the whole deal with that thing in the place with the people? it seems a little... odd to me.
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 Alexis Kennedy Posts: 1374
1/7/2015
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Some of the Officers' storylines are deliberate experiments in form. I'll blog about it when I'm done, but the Adventuress' is definitely one of them, and the arc is unusual. I am really interested in feedback on how people reacted to it - but if you feel a sense of loss because you didn't get enough stuff, then it's kinda operating as intended. :-)
oh dear that sounds very indie dev, doesn't it? Let me rephrase: I think the story will provoke a variety of responses, from 'meh' to 'huh?' to 'eek!', but although you strictly turn a good profit on pure Echo value, the rewards are deliberately minimal.
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 Alexis Kennedy Posts: 1374
1/8/2015
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>(1)...replayability... (2) a little easy to get through that arc
Both true. These are compromises with the larger game framework.
[spoiler]
Replayability: all the stories lose much of their emotional heft on replay, and I expect a lot of captains will just not trigger the Adventuress' story on some playthroughs. (Her story only begins when you dine with her - unlike the Campaigner, who you have to fight to save and whose story is the formal inverse of the Adventuress' - so you can just keep her in future games, if you like).
Short arc: similarly, people will bring different goals to the game. Some players will only be interested in the mechanical optimals and regard the story as fluff - some are pure roleplayers - the vast majority are somewhere in between. So I was keen not to make the Adventuress too much of a piñata, but I realised that if I put her at the end of a Curator-sized goose-chase and then didn't give a big reward, people would be understandably upset.
[/spoiler]
It's all compromise, variety and experiment. I don't want to suggest I have a perfect artistic vision here!
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 Diptych Administrator Posts: 3493
1/8/2015
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I'm rather fond of the Adventuress. In short, I think she's badass as hell. Were I in the captain's position, I'd be crying "Change your name! Change your face! ...maybe not like that, but the Rubberies can do things... anyhow, you don't have to die just yet! You're only a hundred - there's loads of people older than you about. Come adventuring with me and tell me stories. Go on - just a few more months. Or maybe a year or two. C'mon, it'll be fun." Honestly, I like the story, but she's such a cool character, it saddens me that she just disappears. I want to carve a memorial to her or something. A tasteful inscription of her punching a Master in the face.
-- Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron. Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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 Gerald Edgerton Posts: 127
8/11/2015
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Alexis Kennedy wrote:
Some of the Officers' storylines are deliberate experiments in form. I'll blog about it when I'm done, but the Adventuress' is definitely one of them, and the arc is unusual. I am really interested in feedback on how people reacted to it - but if you feel a sense of loss because you didn't get enough stuff, then it's kinda operating as intended. :-)
oh dear that sounds very indie dev, doesn't it? Let me rephrase: I think the story will provoke a variety of responses, from 'meh' to 'huh?' to 'eek!', but although you strictly turn a good profit on pure Echo value, the rewards are deliberately minimal.
I had promoted a fine chef, an expensive (but utterly outstanding) doctor, and the ever so Veils combination of the Sigil Eaten Navigator and Maybe's Rival. I had just bought the adventuress a fine new weapon from Mr Fires itself. The point is, things were looking up. We fought off assassins from the Elder Continent together. It was a straightforward matter. We laughed. It broke my heart, what aging did to her, so I agreed to help her. I thought she'd get over it, but I was conducting routine business at Godfall when she started talking to some monks. Their disrespect was the last thing she needed, but even when we were at Abbey Rock I never thought it could be the end. A zee-beast that was any match for her? Nonsense. We fought off assassins who were centuries old and we laughed.
Her opponent was so vast I never realized the duel had begun, though, and then she was gone and so was it. It's what she said she wanted, but it didn't feel real, seeing her on the ground with her eyes still open. I was enraged, and demanded redress from every god of the zee. Storm seemed to find my request hilarious, and the rest were stone silent. The Fathomking could do nothing for her, or wouldn't. She was gone. My Cannoneer took well to the new office, though not so much to coffee sorbet. And while I would love to steal the wings, teeth and eyes of whatever fought my gunnery officer, I know that it would only send me where it sent her. I still visit Abbey Rock all the time. The sisters are hospitable to those who hunt on the zee. And while my zailors are sleeping soundly without water beneath them, I visit that place again and rage against the yawning black sky.
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 Alexis Kennedy Posts: 1374
1/8/2015
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Rocket Heeled Jack wrote:
I think that things like that should be for the captain of the ship to achieve, something like that would be an excellent way to end the game in my opinion
There are currently, I believe, four good-death-like endings, with a couple more to come.
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 Nenjin Posts: 171
1/9/2015
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Oh I dunno. I'd say that's about on par for the 'Neath. :P
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 fortluna Posts: 306
1/9/2015
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So the "something has changed in the neath" message is for advancing time the healer? That's good to know - I thought that it was something like 'one day the lornflukes will rise up and eat London because you sold their kin'.
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 Coulton Posts: 11
4/5/2015
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Captain Ancalagon wrote:
I for one felt that the story was very powerful. I agree. I really hate to lose her every time, but I feel I mustn't stand in her way. Not a lot of games can do that to me.
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 Fretling Posts: 529
1/8/2015
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Even if the Cannoneer were an unambiguously "better" gunnery officer, strategically speaking, I still wouldn't want to kill the Adventuress, so.
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 lady ciel Posts: 2548
1/7/2015
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I tried it but they just tell you and her to go somewhere else.
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 Gerald Edgerton Posts: 127
8/11/2015
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Sir Frederick Tanah-Chook wrote:
I'm rather fond of the Adventuress. In short, I think she's badass as hell. Were I in the captain's position, I'd be crying "Change your name! Change your face! ...maybe not like that, but the Rubberies can do things... anyhow, you don't have to die just yet! You're only a hundred - there's loads of people older than you about. Come adventuring with me and tell me stories. Go on - just a few more months. Or maybe a year or two. C'mon, it'll be fun." Honestly, I like the story, but she's such a cool character, it saddens me that she just disappears. I want to carve a memorial to her or something. A tasteful inscription of her punching a Master in the face.
In a sense, she carved her own memorial in the Vake, did she not?
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